Magic
Primary Magic: Genesis Flame
Secondary Magic:
Caster or Holder: Caster
Description: Genesis Flame was the first form of fire magic to ever exist. It is the birthing system behind the only Mage that uses its power, Bravo, and has literally made him a human-disguised form of fire. Its power was limited the moment Bravo was discovered on human grounds so the surface he walked on would not be burned in flames simply by his footsteps, nor would any of his surroundings face an extreme amount of heat. Bravo was literally born on the Sun, and reincarnated by the creator of fire to live a proper human life in a human disguise in Fiore; where all extraordinary humans exist.
Bravo uses Genesis Flame by expanding its components amongst his surroundings, utilizing its properties on himself, or simply unleashing flames with his bare hands. He can reform himself into fire, increase his own heat or his surroundings in certain range, and burn whatever he sets foot on, naturally. Not to mention he can even burn him his own adrenaline to increase it. Should Bravo use the completed state of fire against his enemies, he will often copy what a Molding Mage could do, and reform the flames, or use it by means of full-out offensive activity, and launch the fire away towards his opponent. It depends on his mood.
Strengths:
Weaknesses:
Lineage:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any spell except for S-Ranks and above three times per a thread.
Usage: Upon a spell being targeted at the user of the lineage, the user can choose to activate the lineage and dodge it a maximum of three times per a thread. Has no cooldown.
Unique Abilities:
Primary Magic: Genesis Flame
Secondary Magic:
Caster or Holder: Caster
Description: Genesis Flame was the first form of fire magic to ever exist. It is the birthing system behind the only Mage that uses its power, Bravo, and has literally made him a human-disguised form of fire. Its power was limited the moment Bravo was discovered on human grounds so the surface he walked on would not be burned in flames simply by his footsteps, nor would any of his surroundings face an extreme amount of heat. Bravo was literally born on the Sun, and reincarnated by the creator of fire to live a proper human life in a human disguise in Fiore; where all extraordinary humans exist.
Bravo uses Genesis Flame by expanding its components amongst his surroundings, utilizing its properties on himself, or simply unleashing flames with his bare hands. He can reform himself into fire, increase his own heat or his surroundings in certain range, and burn whatever he sets foot on, naturally. Not to mention he can even burn him his own adrenaline to increase it. Should Bravo use the completed state of fire against his enemies, he will often copy what a Molding Mage could do, and reform the flames, or use it by means of full-out offensive activity, and launch the fire away towards his opponent. It depends on his mood.
Strengths:
- Ice- Genesis Flame is twice as effective on ice as it is, by comparison, the stronger element in the element table.
- Fire- Genesis Flame users are immune to natural fire, though only resistant by various percentages on magically-enhanced flames. For example, normally this magic would be 50% resistant against fire-based magic of equal rank, or completely immune to fire-based magic ranked lower.
- Versatile- There are countless options a Genesis Flame user can produce from the fire in his own body, whether it would be reform, self-utilization techniques, separating components, or even making other sculptures out of fire.
Weaknesses:
- Water- Water-based magic is twice as effective against Genesis Flame users. In fact, Genesis Flame users cannot even touch water.
- Health-Draining: Because the user is literally using fire from his own body- his soul- each spell lowers his health by various percentages.
- Single-Targeting: There is a concept known as "overdrive" to Genesis Flame users that prohibits them from using their flames on more than one target at a time. This is to prevent the fire in their body from becoming outrageous, and doing such things as burning whatever the user steps on instantly, or increasing the heat surrounding the user exponentially.
- Fire Slayers- Fire Dragon Slayers, Flame God Slayers, or Flame Demon Slayers are able to eat the flames Bravo produces, though not the ones in his body.
Lineage:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any spell except for S-Ranks and above three times per a thread.
Usage: Upon a spell being targeted at the user of the lineage, the user can choose to activate the lineage and dodge it a maximum of three times per a thread. Has no cooldown.
Unique Abilities:
- Meltdown- This allows the user to harmlessly burn through whatever can be burned through instantaneously (except people).
- Reform- This allows the user to freely reform their body into fire, which can then travel at the speed of natural fire as if in its fastest scenario; a flame front in gas- the speed of sound. The user cannot use magic while in this state, nor do any physical damage to the opponent(s).
- Fired Up- The user can literally ignite the adrenaline in his body to increase all forms of speed (casting speed, running speed, reaction speed, movement, etc) by 20% while magic is present.
- D-Ranked Spells:
- Name: Genesis Flame Catastrophe LV1
Rank: D
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: The user slams their fists against the ground and causes an explosion of flames to erupt 20 feet away.
Strengths:- Strength- Usage of this spell awakens LV2 of Genesis Catastrophe, which involves more power, though it must be used in a different post.
- Activation- The activation of this spell is instant.
- Explosion- The explosion not only deals damage, but burning effects for those who hold weaknesses versus fire.
Weaknesses:- Water- Water will nullify this technique instantly and deal two amounts of D-Ranked damage to the user.
- Resolve- This eruption takes two seconds to erupt. The first second is a light up beneath the enemy's feet, while the next second is the actual explosion. This gives a swift opponent some decent time to dodge once they notice the first sign of this spell.
- Range- The user can only use this spell 20 feet away; nowhere closer or farther.
- Health- Because the user must use flames from his own body to activate this spell, this user loses health equal to a D-Ranked strike once the spell resolves.
Name: Impact Strike LV1
Rank: D
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Whenever the user would strike the opponent successfully with their fist, the user ignites flames in their body to instantly cause a spiral of flames to erupt from their fist, and drive the opponent even farther back on the battlefield
Strengths:- Instantaneous- The activation and resolve of this spell is instant
- Double Damage- The opponent first receives damage from the punch, then an immediately triggered spiral of flames for additional D-Ranked damage.
- Burning Effects- The fire leaves burning effects to cause extra damage for those who hold weaknesses versus fire.
Weaknesses:- Water- Water will deactivate this spell immediately and deal two amounts of D-Ranked damage to the user.
- Prerequisite- To activate this spell, the user must first somehow succeed a punch against the target.
- Overdrive- The laws of overdrive only allow this technique to be activated twice per thread.
- Health- Because the user uses flames from his own body, this spell also deals D-Ranked damage to their health, regardless if the attack succeeds or not.
Name: Genesis Flame Catastrophe LV2
Rank: D
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: The user slams their fists against the ground, causing a series of explosions to occur every 20 feet under a 100 foot radius.
Strengths:- Strength- Using this spell permits Genesis Catastrophe LV3, though it must be used in a different post.
- Burning Effect- Explosion leaves burning effect which deals extra damage for those who hold magic weak against fire.
- Activation- Activation is instant.
Weaknesses:- Water- Water will nullify this spell instantly and deal two amounts of D-Ranked damage to the user.
- Resolve- This spell takes two seconds to erupt. The first second will light up the ground every 20 feet until the maximum of 100 feet is ranged. The next second will be the actual explosion, though swift Mages may be able to bypass this technique easily.
- Overdrive- Due to the laws of this magic, this spell can only be used twice per thread.
- Slow Speed- The speed in which this explosion travels underground to erupt is only 35 MPH.
Name: Impact Strike LV2
Rank: D
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Whenever the user would strike the opponent successfully, the opponent is immediately engulfed in flames. then two spirals of flames form to blow the opponent away. Albeit, altogether, the opponent still receives a single amount of D-Ranked damage.
Strengths:- Activation and Resolve- The activation and resolve of this spell is instant.
- Burning Effects- This spell leaves heavy burn status effects to deal extra damage for those especially weak against fire.
- Double Damage- The first amount of damage the target suffers is the physical assault alone, and then the spell for extra damage if struck successfully.
Weaknesses:- Water- Water will deactivate this spell instantly and deal two amounts of D-Ranked damage to the user.
- Prerequisite- To use this spell properly, the user must first use Impact Strike LV1
- Prerequisite 2- To use this spell properly, the user must first succeed in hitting the opponent directly with one of his arms or legs first.
- Health- Because the user uses flames from within their soul to use this spell, the user suffers D-Ranked damage whether this spell succeeds or not.
- Strength- Usage of this spell awakens LV2 of Genesis Catastrophe, which involves more power, though it must be used in a different post.
- C-Ranked Spells:
- Name: Impact Strike LV3
Rank: C
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: Whenever the user would strike the opponent physically, this spell triggers, and instantly forms a magic circle before and behind the target, immediately colliding two, five meter fireballs against the target's chest and back. Albeit, altogether, this spell only inflicts a single amount of C-Ranked damage.
Strengths:- Activation and Resolve- The activation and resolve of this spell is instant.
- Double Damage- The first amount of damage comes from the physical strike, then the spell if both strike successfully.
- Burning Status- This spell leaves very heavy burn status effects for those especially weak against fire.
Weaknesses:- Water- Water will deactivate this spell immediately and deal the opponent two amounts of C-Ranked damage
- First Prerequisite- The user must have activated LV1 and LV2 of this spell successfully- each in a different post- for this spell to properly activate and resolve.
- Second Prerequisite- To activate this spell, the user must first strike the opponent physically and successfully.
- Health- Regardless if this spell is successful or not, once activated, the user loses health equal to one amount of C-Ranked damage.
Name: Genesis Flame Catastrophe LV3
Rank: C
Type: Fire/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: The user slams his fists against the ground, and a giant explosion covering 50 feet detonates once before the user, then a second time above the first explosion two seconds later. Albeit, whoever is caught in the explosion only receives one amount of C-Ranked damage, but severe wounds, as well.
Strengths:- Activation- The activation of this spell is instant
- Burning Effects- This effect holds major burning status effects behind it that deal extra damage to those especially weak against fire.
- Huge in Size- The size of the explosion is hard to avoid if you are within its boundaries.
Weaknesses:- Water- Water will instantly nullify this spell and deal two amounts of C-Ranked damage to the user.
- Health- Usage of this spell, whether it succeeds or not, will drain the user's health equal to one amount of C-Ranked damage.
- Single Targeting- This spell can only activate and resolve properly if only one opponent exists at least 50 feet away from the user. This spell cannot work if more than one person is within the area of effect.
- Prerequisite- This spell requires prior activation and resolve of its LV1 and LV2 form to activate and resolve properly.
Name: Genesis Flame Mode: ARROW
Rank: C
Type: Flame/Offensive
Duration: 1 post
Cooldown: 3 posts
Description: The user instantly forms a fire bow equipped with a small arrow. The user fires the arrow, which travels at 80 MPH. The arrow is half an inch thick and fifteen inches in length. If the arrow strikes a target, it detonates, and unleashes a massive explosion upon its target that spans for 25 meters. Albeit, only one amount of C-Rank damage is dealt.
Strengths:- Activation and Resolve- Activation and resolve are instant
- Surprise Attack- Appears very small, yet ends in a very big explosion
- Burning Effects- The explosion unleashed by this arrow leaves massive burning effects purposed to deal extra damage to those who are especially weak against fire.
Weaknesses:- Water- Water will instantly nullify this technique and deal two amounts of C-Ranked damage to the user.
- Health- Due to the user having to literally use flames from his soul to utilize this spell, the user will lose health equal to one rank of C-Ranked damage whether this spell succeeds or not.
- Range- This arrow only travels for 40 meters
- Timing- To form the bow and arrow requires two seconds of time; time that the opponent can use to counterattack.
- Activation and Resolve- The activation and resolve of this spell is instant.
- B-Ranked Spells:
- Name: Strike of Genesis
Rank: B
Type: Fire/Offensive
Duration: 1 post
Cooldown: 4 posts
Description: The user clinches his hand into a fist, and a giant ball of fire (100 feet in width and length) appears in the sky, drained from Bravo's soul, and descends towards the ground at 60 MPH. The giant ball of fire has so much force built into it that it could even send a giant flying several feet. Albeit, it only inflicts one amount of B-Ranked damage. This is the only
spell that is not single-targeting in Genesis Flame.
Strength:- Activation- Activation is instant
- Size- It can be hard to avoid this spell due to how massive it is
- Distance- Distances enemies by a special gravitational force the moment the fireball hits the ground.
Weaknesses:- Water- Water will instantly nullify this technique (before it hits the ground), and deal two amounts of B-Ranked damage to the user.
- Extra MP- To give the giant fireball enough force to push everyone away once it hits the ground, an extra amount of C-Ranked magic power is required (1.5 B-Ranked magic power)
- Health- Because this spell uses fire from Bravo's soul, Bravo loses health equal to B-Ranked damage whether this spell succeeds or not.
- Timing- It takes two seconds to build the fireball in the air before activation. This can give swift opponents time to retreat from the spell.
Name: Rise of Genesis
Rank: B
Type: Fire/Offensive
Duration: 1 post
Cooldown: 4 posts
Description: A fireball circulates around an enemy within Bravo's field of view with a 5-foot radius underground. It immediately breaks through the ground, and rises into the sky until it hits a maximum of 100 feet in altitude. Once it hits this maximum, the fireball dissipates. This is intended to carry the enemy into the air while suffering a single amount of B-Ranked damage, then hopefully gather wounds once he or she hits the ground from a very high height.
Strengths:- Activation- Activation is instant,
- Heavy Damage- Intends to rise the opponent into the sky, then drop him or her from a maximum altitude of 100 meters, hoping that the enemy hits the ground violently afterwards.
- Burning Effects- Leaves burning effects for those especially weak against fire.
Weaknesses:- Water- The production of water will nullify this spell instantly and deal two amounts of B-Ranked damage to the user.
- Resolve- It takes two seconds for the fireball to light up around the enemy, then shoot upwards, which can give swift opponents time to retreat.
- Health- Regardless of success, because this spell requires flames from inside Bravo's soul, Bravo will lose health equal to one amount of B-Ranked damage.
- Prerequisite- Prior to this spell activation's, Strike of Genesis must have activated and resolved first.
Name: Burning Upper
Rank: B
Type: Fire/Supplementary
Duration: 1 post
Cooldown: 4 posts
Description: This spell allows Bravo to recover health equal to the amount he lost from his previous three spells.
Strengths:- Healing- Heals the user drastically
- Activation and Resolve- Activation and Resolve are instantaneous
- Ignition- Ignites Bravo's flames, which unless heavier burn damage if he hits his opponent physically.
Weaknesses:- Water- If any of Bravo's previous three spells were intervened by water, this spell will not include that/those spell(s) in its healing process.
- Extra MP- Because this spell does not make Bravo lose health, instead, it costs him 50% more B-Ranked magic power.
- Prerequisite- Three spells must be used prior to this spell's activation and resolve
- Overdrive- Due to the laws of Overdrive, because this spell gathers so much fire, it can only be used twice per thread.
- Activation- Activation is instant
- A-Ranked Spells:
- Name: Genesis Sacred Art: AMATERASU
Rank: A
Type: Fire/Offensive
Duration: 1 post
Cooldown: 5 posts
Description: This spell instantly creates five magic circles above the opponent. The magic circles encase the opponent unless they can use an equivalent of an A-Ranked spell to break through. Otherwise, a giant gust of fire fills the gaps of these magic circles, and engulfs the target until he is thrown outside of all five magic circles. The first magic circle is 5 meters, the second is 10 meters, the third is 15 meters, the fourth is 20 meters, and the fifth is 25 meters; all in diameter. Regardless of all the fire, the enemy still takes only one amount of A-Ranked damage.
Strengths:- Activation- Activation is instant.
- Burning Effect- This spell leaves extremely painful burning statuses for those especially weak against fire.
- No Control- If captured by this whirlwind of fire, the opponent is immobile for three seconds, which can allow other spells to take place, in collaboration.
Weaknesses:- Resolve- This spell triggers five seconds after it is activated. This gives swift enemies time to use spells to the equivalent of an A-Rank to escape.
- Water- Water will instantly nullify this technique and deal two amounts of A-Ranked damage to the user.
- Health- Regardless of success, because this spell uses fire from the soul, Bravo will lose health equal to one amount of A-Ranked damage.
- Prerequisite- In order to use this spell, at least five spells must have been used beforehand, and three of them must be in cool-down.
Name: Genesis Sacred Art: TSUKYOMI
Rank: A
Type: Fire/Supplementary
Duration: 3 posts
Cooldown: 10 posts
Description: This spell allows all other spells except Amaterasu, Strike of Genesis, and Rise of Genesis to become remote when they activate and resolve.
Strengths:- Remote- All spells other than the ones mentioned in the description become remote.
- Activation and Resolve- Activation and resolve are instantaneous.
- Long-Lasting- This spell is some-what long-lasting, though it has quite a long cool-down, in exchange.
Weaknesses:- Prerequisite- Five spells, along with AMATERASU must have been used prior to this spell for it to activate and resolve properly.
- Burning Effects- Additional burning effects are depleted for spells affected by TSUKYOMI
- Health- Regardless of success, because this spell uses fire from Bravo's soul, Bravo loses health equal to one amount of A-Ranked damage.
- Water- Water will instantly nullify this technique and deal two amounts of A-Ranked damage to Bravo.
Name: Genesis Sacred Art: SUSANO'O
Rank: A
Type: Fire/Supplementary/Defensive
Duration: 4 posts
Cooldown: End of thread
Description: This spell creates a gigantic guardian (100 feet in length and 30 feet in width) of fire encasing the user. This guardian holds a shield (which the user stands behind) a sword, and armor- also made of fire. Twice in this spell's duration, this spell can deflect other spells with its sword that would attempt to hit Bravo with perfect accuracy, and unchanged statistics and/or effects. Twice in this spell's duration, the shield can defend spells equivalent to two A-Ranks. Finally, the armor assures Bravo loses no health as a side-effect from other spells while this spell is active.
Strengths:- Sword- Deflects spells
- Armor- Prevents loss of health from other spells
- Shield- Defends at least two spells from hitting Bravo at all costs.
Weaknesses:- Defensive Maneuvers- This spell can only defend and deflect spells equal to or less than its rank. If the sword or shield is hit by a higher-ranked spell, whichever item was hit is destroyed instantly.
- Water- If hit by magically enhanced water that equates to at least one B-Ranked spell in power, the opponent can choose one Susano'o item (shield, armor or sword) to nullify and have disappear from the guardian.
- Extra MP- Because the user does not lose health from this spell, instead, it costs an extra 50% A-Ranked magic power.
- Prerequisites- Prior to this spell's activation and resolve, AMATERASU and TSUKYOMI must have been activated and resolved, beforehand.
- Activation- Activation is instant.
- Spell Fusions:
- Name Clash of Genesis
Rank: B
Type: Fire/Offensive
Fused Spells:- Strike of Genesis (B)
- Rise of Genesis (B)
- Strike of Genesis (B)
- Signature Spell:
Name: Genesis Drive
Rank: User-Ranked
Type: Fire/Offensive/Supplementary
Duration: 2 posts
Cooldown: 6 posts
Description: The user is cloaks their body in a shroud of flames, amplifying the power of their Genesis Flame Magic. When activated, Bravo's overall performance (strength, speed and endurance) is increased drastically. Also, Bravo is able to morph in and out of flames (his Reform passive ability), allowing for swift, intangible movement, and erratic fighting style. Finally, whenever Bravo would disperse as fire, a smokescreen triggers in a 5-meter radius of the user.
Strengths:- Strength- Boosted to the point in which an opponent could be knocked back several feet if even punched once.
- Speed- The user is able to move as if fire would be in its best scenario regarding speed; a flame front in gas which can move at approximately the speed of sound.
- Endurance- While in this state, if the user is struck, damage is halved according to rank.
Weaknesses:- Water- If hit by water, the user returns to their normal state (Reform is deactivated), and the user receives two amounts of damage equal to his rank.
- Health- To activate this spell, the user must lose health equal to one amount of damage equivalent to his rank.
- Prerequisite- To activate this spell, another spell equal to the user's rank must have been used beforehand.
- Spells- Other spells cannot be used while Bravo is in this state.
- Strength- Boosted to the point in which an opponent could be knocked back several feet if even punched once.